Here is a good step-by-step tutorial from nvidia, how to make a ocean shader with perlin noise and the phillips spectrum … does not look bad at all … ever wanted to implement it but had no time …
Nvidia has a source demo… But it’s write by C++ / DirectX with CUDA. And anything relative with cuda or Nvidia, It hard to work with AMD. I can’t running it, and …
I am not good as shader programming, but i think we can transform FFT to shader and do it without CUDA compute. But as you see, The function of FFT is too complex with me. I regret about don’t study hard at math.
@on your demo, i see too much reflection. without it, that good sample. And if you try to expand size of height map to 64 x 64 (like crysis). I think will have much better result
So all these things would be no problem, the problem is the DirectX11 tesselation. I have the source code here, and when I run the demo, you see what I mean:
There is a huge vertex count. As panda3d does not support DX11, the tesselation would have to be implemented … I think about something like GeoMipTerrain but more efficient …
Edit: Okay, I read some more Articles about computing manually FFT, this won’t be easy, too …
Yeah, but I don’t think its fast enough to compute that tesselation … the water would have to have a heightmap of 8*8K, to get to this vertice resolution … I will try it …
TobiasSpringer !! I think we should working together for this section. I know I am too busy in this time (my thesis about Panda3D have done in early July) but i think after that, you, me and my Friend can work together. I think a group will do more than a person.